Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.2.5 |
| Addons | Items Vault 1.2.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Lich |
| Class | Adventurer |
| Level / Exp | 35 / 61% |
| Size | medium |
| Lifes / Deaths | Killed by krypton at level 24 on the 80th Regrowth 123rd year of Ascendancy at 14:35 7 / 1 |
Primary Stats
| Strength | 30 (base 22) |
| Dexterity | 50 (base 42) |
| Constitution | 72 (base 60) |
| Magic | 118 (base 60) |
| Willpower | 92 (base 60) |
| Cunning | 63 (base 46) |
Resources
| Mana | 1065/1065 |
| Negative | 132/132 |
| Life | 1084/1114 |
| Souls | 20/20 |
| Paradox | 175 |
| Psi | 432/432 |
| Vim | 236/236 |
| Positive | 0/152 |
| Stamina | 532/565 |
| Equilibrium | 20 |
| Healing Factor | 0.68 |
| Regeneration | 5.134 |
Speed
| Mental | +12.839663642945% |
| Attack | 0% |
| Movement | +39.18105373397% |
| Spell | +12.839663642945% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 22.011463455747 |
| See Invisible | 51.158610102727 |
Offense: Mainhand
| Damage | 101 |
| Accuracy | 32 |
| Crit Chance | 30% |
| APR | 4 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 99.333625540959 |
| Crit Chance | 93% |
| Speed | 0.88621320528238 |
Offense: Mind
| Mindpower | 52.533333333333 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| All | +5% |
Defense: Base
| Armour (hardiness) | 79.780512152738 (80%) |
| Defense | 24 |
| Ranged Defense | 41.525045906725 |
| Fatigue | 0 |
| Physical Save | 41.9 |
| Spell Save | 72.125 |
| Mental Save | 64.8125 |
Defense: Resistances
| All | + 40%( 85%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 60% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 40% |
| Bleed Resistance | 100% |
| Pinning Resistance | 5% |
| Disarm Resistance | 15% |
| Knockback Resistance | 50% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 683% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 379 damage for 3 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune of the RiftUse mode: Activated Range: 4 Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Inflicts 543.90 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 60 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 530 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 534 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Nightfall | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Necrotic minions | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Necrosis | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Ice | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Storm | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Water | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Shades | 1.20 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Spell / Advanced necrotic minions | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Wildfire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Energy | 1.20 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Corruption / Hexes | 1.40 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stone Skin |
| talent | Through The Crowd |
| talent | Keen Senses |
| talent | Arcane Shield |
| talent | Thunderstorm |
| talent | Tempest |
| talent | Feather Wind |
| talent | Elemental Harmony |
| talent | Wildfire |
| talent | Arcane Feed |
| talent | Hurricane |
| talent | Shadow Feed |
| talent | Uttercold |
| talent | Energy Decomposition |
| talent | Hymn of Moonlight |
| talent | Frostdusk |
| talent | Daunting Presence |
| talent | Burning Wake |
| talent | Vampiric Gift |
| talent | Necrotic Aura |
| talent | Will o' the Wisp |
| talent | Shielding |
| talent | Entropic Field |
| beneficial effect | The target consumed souls to gain new powers. 2 spells affected. Essence of the Dead |
| beneficial effect | Increases physical save, spell save, and mental save by 20. Through The Crowd |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Dreadfell. Escort: lost anorithil (level 1 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Scintillating Caves. Escort: lost anorithil (level 3 of Scintillating Caves)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +1. | done |
Escort the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell) | active |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Magic by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 462. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed green worm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed bear paw. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed minotaur nose. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed hummerhorn wing. * You've found the needed vial of squid ink. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | Sceptre of the Archlich (40-48 power, 12 apr, physical element) Sceptre of the Archlich (40-48 power, 12 apr, physical element)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It is part of a set of items. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.10 Spell / Advanced necrotic minions +0.20 Celestial / Star fury +0.20 Spell / Nightfall Spell save: +10 Mental save: +10 Mana each turn: +0.50 Maximum mana: +50.00 Spellpower: +40 Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. This item has been sent to the Item's Vault. |
| Light source | Zeralach the alchemist's lamp Zeralach the alchemist's lampRequires: - Level 15 Powered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Mag Disease immunity: +5% Disarm immunity: +15% Spellpower: +9 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. This item has been sent to the Item's Vault. |
| On head | Emelurimitta the Brightquick (2 def, 0 armour) Emelurimitta the Brightquick (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when hit (Melee): 12 fire Changes stats: +4 Mag Changes resistances: +5% lightning / +4% temporal / +5% light / +3% fire / +5% nature / +5% acid / +6% blight / +5% cold / +6% darkness Changes resistances penetration: +10% blight / +5% fire Changes damage: +6% acid / +3% lightning / +18% fire / +9% arcane / +8% cold Spell save: +9 A pointy cloth hat, very wizardly... |
| On feet | invigorating pair of hardened leather boots of phasing (0 def, 3 armour) invigorating pair of hardened leather boots of phasing (0 def, 3 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Changes stats: +4 Mag / +3 Wil Stamina each turn: +0.40 Maximum life: +31.00 Movement speed: +10% Activating this item is instant. It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| Tool | ash wand of clairvoyance 'Emulaith' [power 10] (6 cooldown) ash wand of clairvoyance 'Emulaith' [power 10] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% blight Spellpower: +6 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 10), placing all other charms into a 6 cooldown. When used: 300% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | painweaver's gold ring painweaver's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 Changes damage: +5% all Spellpower: +10 Mindpower: +8 Rings can have magical properties. |
| On fingers | Glorigata the Lustrewilter Glorigata the LustrewilterPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +8 Mag / +6 Cun / +9 Con Spell save: +28 Maximum stamina: +38.00 Spellpower: +10 Light radius: +3 Rings can have magical properties. |
| Around neck | Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 Spell crit. chance: +6% It can be used to unleash a destructive wail, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
| In main hand | Lost Staff of Archmage Tarelion (30-36 power, 4 apr, lightning element) Lost Staff of Archmage Tarelion (30-36 power, 4 apr, lightning element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 150% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +8 Mag Changes damage: +30% lightning / +30% fire / +30% arcane / +30% cold Talents cooldown: Chain Lightning (-2 turns) Ice Storm (-2 turns) Arcane Vortex (-2 turns) Fireflash (-2 turns) Talent granted: +1 Command Staff Silence immunity: +40% Mana when firing critical spell: +12.00 Maximum mana: +40.00 Spellpower: +40 Spell crit. chance: +25% Archmage Tarelion travelled the world in his youth. But the world is not a nice place and it seems he had to run fast. |
| On hands | Storm Bringer's Gauntlets (0 def, 3 armour) Storm Bringer's Gauntlets (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +3 Changes stats: +4 Mag Changes resistances: +15% lightning Changes resistances cap: +5% lightning Changes damage: +10% lightning Critical mult.: +20.00% Spell crit. chance: +5% It can be used to activate talent Chain Lightning (costing 16 power out of 16/16) : Effective talent level: 3.6 Power cost: 16 out of 16/16. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 154.31 to 462.93 damage and forking to another target. It can hit up to 7 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Around waist | Betuwyn BetuwynPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +6% cold / +6% temporal / +11% light / +11% darkness Physical save: +10 Spell save: +25 Pinning immunity: +5% A belt that goes around your waist. |
| Cloak | elven-silk cloak 'Taintking' (3 def, 0 armour) elven-silk cloak 'Taintking' (3 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 Damage when hit (Melee): 4 nature Changes stats: +4 Str / +5 Dex / +8 Mag / +7 Wil / +2 Con Changes resistances: +3% nature Talent mastery: +0.30 Technique / Combat training Critical mult.: +10.00% Spell save: -12 Mental save: +25 Stamina each turn: +1.30 Mana each turn: -0.48 Maximum mana: +66.00 Maximum psi: +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blazewhisper (3 def, 0 armour) Blazewhisper (3 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 Changes stats: +6 Str / +7 Mag / +6 Wil Changes resistances: +9% lightning / +3% light / +12% blight / +10% cold / +21% nature Changes damage: +16% lightning / +12% physical / +12% light / +7% cold / +14% nature Life regen: +4.30 Psi when hit: +0.12 Maximum life: +64.00 Maximum psi: +10.00 Light radius: +2 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 10%; cure magical, physical, mental) Primal Infusion (affinity 10%; cure magical, physical, mental)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of magical, physical, mental effects and increase affinity for all damage by 10% for 6 turns. It can be used to inscribe your skin with the infusion.. This wild infusion has evolved. |
regeneration infusion of the wizard (heal 490 over 5 turns) regeneration infusion of the wizard (heal 490 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 490 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. This item has been sent to the Item's Vault. |
conjurer's stralite ring of clarity conjurer's stralite ring of clarityRequires: - Level 25 Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Mental save: +9 Confusion immunity: +32% Spellpower: +10 Rings can have magical properties. This item has been sent to the Item's Vault. |
Glata the Tempestwreck (70-105 power, 4 apr) Glata the Tempestwreck (70-105 power, 4 apr)Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 70.0 - 105.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 30% chance to corrode armor Damage (Melee): +4 lightning Burst (radius 2) on crit: +4 lightning When wielded/worn: Effects on melee hit: * 15% chance to daze Changes resistances: +9% all Changes resistances penetration: +16% nature / +12% acid Changes damage: +12% blight Life regen: +3.00 Massive two-handed battleaxes. |
Xerunn the stralite greatmaul (51-76.5 power, 3 apr) Xerunn the stralite greatmaul (51-76.5 power, 3 apr)Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 51.0 - 76.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +21 light / +30 cold Burst (radius 1) on hit: +19 fire Damage against: +19% Undead When wielded/worn: Changes stats: +1 Con Changes damage: +9% physical Cut immunity: +10% Stun/Freeze immunity: +5% Defense after a teleport: +15 Resist all after a teleport: +6% New effects duration reduction after a teleport: +25% Massive two-handed mauls. |
Genocide (42-67.2 power, 4 apr) Genocide (42-67.2 power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 42.0 - 67.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Koretir (36.5-58.4 power, 2 apr) Koretir (36.5-58.4 power, 2 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.40 Ego Multiplier. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.5 - 58.4 Uses stat: 120% Str Damage type: Mind Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to cause random insanity * Slows global speed by 7% * 20% chance to corrode armor * leeches stamina from the target Damage (Melee): +30 insidious poison When wielded/worn: Accuracy: +9 Defense: +12 Damage when hit (Melee): 8 mind / 19 nature slow Changes resistances penetration: +10% mind Massive two-handed swords. |
Flashhunger the elven-wood longbow Flashhunger the elven-wood longbowRequires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Bow Mastery Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 On weapon hit: * 40% chance to inflict damage reduction Damage (Ranged): +13 acid Burst (radius 1) on hit: +2 arcane Burst (radius 2) on crit: +2 light When wielded/worn: Changes stats: +5 Dex Changes resistances penetration: +5% light / +14% physical Changes damage: +13% acid / +16% physical Light radius: +3 Longbows are used to shoot arrows at your foes. |
Acera (33-46.2 power, 4 apr) Acera (33-46.2 power, 4 apr)Requires: - Strength 40 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +10.0% Attack speed: 100% Damage (Melee): +12 acid Burst (radius 2) on crit: +40 corrosive acid When wielded/worn: Physical crit. chance: +10.0% Changes resistances: +15% acid Changes resistances penetration: +10% physical Changes damage: +15% acid Spell crit. chance: +10% It can be used to activate talent Corrosive Worm (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Infect your target with a corrosive worm that deals 70.27 acid damage per turn for 10 turns. If the target dies while the worm is inside, it will explode, doing 284.26 acid damage in a radius of 4. The damage will increase with your Spellpower, and can critical. This warped, blackened sword drips acid from its countless pores. |
Dimtide (43.5-60.9 power, 6 apr) Dimtide (43.5-60.9 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 43.5 - 60.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 14 arcane resource burn On weapon crit: * burns latent spell energy Damage (Melee): +13 mind When wielded/worn: Accuracy: +8 Changes stats: +5 Dex Changes resistances penetration: +20% mind / +5% darkness Changes damage: +6% mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, placing all other charms into a 6 cooldown. Sharp, long, and deadly. |
elven-wood magestaff 'Galewar' (25-30 power, 5 apr, lightning element) elven-wood magestaff 'Galewar' (25-30 power, 5 apr, lightning element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +8 Armour Hardiness: +6% Damage when hit (Melee): 16 blight Changes resistances: +3% lightning Changes damage: +25% lightning / +25% fire / +25% arcane / +25% cold Talent granted: +1 Command Staff Physical save: +6 Spellpower: +15 Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stat: 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
Yvurina the Breezeoath (3 def, 0 armour) Yvurina the Breezeoath (3 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +40 Armour penetration: +13 Physical crit. chance: +4.0% Physical power: +4 Defense: +3 Fatigue: -12% Effects on melee hit: * Slows global speed by 15% * 20% chance to disease Damage when hit (Melee): 12 blight Changes resistances: +6% blight Changes damage: +3% light / +3% blight Critical mult.: +23.00% Stealth bonus: +7 Maximum life: +109.00 Maximum stamina: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.10 Wild-gift / Moss Physical save: +15 Life regen: +0.20 Mindpower: +12 Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
voratun gauntlets 'Arora' (0 def, 3 armour) voratun gauntlets 'Arora' (0 def, 3 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 Armour penetration: +11 Physical power: +10 Armour: +3 Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +28% blight / +19% darkness / +15% arcane Damage affinity(heal): +12% nature Talent mastery: +0.20 Wild-gift / Antimagic Talent cooldown: Double Strike (-1 turn) Critical mult.: +6.00% Physical save: +18 Spell save: +32 Metal gloves protecting the hands up to the middle of the lower arm. |
Borfast's Cage (10 def, 20 armour) Borfast's Cage (10 def, 20 armour)Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +10 Fatigue: +24% Changes stats: +5 Con Changes resistances: -15% acid / +15% physical Reduces opponents crit chance: 20% Physical save: +15 Knockback immunity: +30% Life regen: +2.00 Maximum life: +50.00 Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
138 alchemist agate 138 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used as an alchemist bomb: Bomb damage +15% Gems can be sold for money or used in arcane rituals. |
13 aquamarine 13 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all When used as an alchemist bomb: Mana regain 20 Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used as an alchemist bomb: Mana regain 30 Gems can be sold for money or used in arcane rituals. |
15 opal 15 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used as an alchemist bomb: Bomb damage +10% Gems can be sold for money or used in arcane rituals. |
5 sapphire 5 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used as an alchemist bomb: Additional 30 ice damage Gems can be sold for money or used in arcane rituals. |
23 topaz 23 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used to imbue an object: Defense: +4 Physical save: +4 Spell save: +4 Mental save: +4 When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
9 emerald 9 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all When used as an alchemist bomb: Additional 50 poison damage Gems can be sold for money or used in arcane rituals. |
3 jade 3 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating HeartPowered by arcane forces 2.00 Encumbrance. [Unique] Type: misc / heart It can be used to extract a tiny part of Celia's soul, costing 85 power out of 85/85. The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 fire opal 4 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used as an alchemist bomb: Additional 40 fire damage Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 80 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Vorama [power 1] (7 cooldown) Vorama [power 1] (7 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +6% light Poison immunity: +5% Cut immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% It can be used to remove up to 1 poisons or diseases from the target, placing all other charms into a 7 cooldown. When used: 200% chance to regenerate 3 equilibrium. Natural totems are made by powerful wilders to store nature power. |
10 amethyst 10 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used as an alchemist bomb: Additional 25 arcane damage Gems can be sold for money or used in arcane rituals. |
2 diamond 2 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used as an alchemist bomb: Bomb damage +25% Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used to imbue an object: Defense: +10 Physical save: +10 Spell save: +10 Mental save: +10 When used as an alchemist bomb: 20% chance to stun for 3 turns Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Gems can be sold for money or used in arcane rituals. |
Achievements
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By krypton the Lich Adventurer level 34
60th Dusk 123rd year of Ascendancy at 19:06 see stats
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By krypton the Lich Adventurer level 34
60th Dusk 123rd year of Ascendancy at 09:57 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By krypton the Shalore Adventurer level 9
4th Flare 122nd year of Ascendancy at 15:28 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By krypton the Shalore Adventurer level 1
74th Pyre 122nd year of Ascendancy at 14:19 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By krypton the Shalore Adventurer level 22
50th Regrowth 123rd year of Ascendancy at 08:36 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By krypton the Lich Adventurer level 31
8th Mirth 123rd year of Ascendancy at 18:10 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By krypton the Lich Adventurer level 26
12nd Pyre 123rd year of Ascendancy at 23:04 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By krypton the Shalore Adventurer level 21
1st Regrowth 123rd year of Ascendancy at 07:53 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By krypton the Shalore Adventurer level 10
29th Dusk 122nd year of Ascendancy at 08:52 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By krypton the Shalore Adventurer level 20
9th Allure 123rd year of Ascendancy at 16:35 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By krypton the Lich Adventurer level 30
46th Pyre 123rd year of Ascendancy at 16:16 see stats
Lichform (Insane (Adventure) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By krypton the Shalore Adventurer level 24
80th Regrowth 123rd year of Ascendancy at 14:35 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By krypton the Shalore Adventurer level 10
29th Dusk 122nd year of Ascendancy at 19:25 see stats
Savior of the damsels in distress (Insane (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By krypton the Lich Adventurer level 26
1st Pyre 123rd year of Ascendancy at 19:37 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By krypton the Lich Adventurer level 26
13rd Pyre 123rd year of Ascendancy at 10:36 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By krypton the Shalore Adventurer level 17
7th Allure 123rd year of Ascendancy at 14:10 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By krypton the Shalore Adventurer level 9
20th Dusk 122nd year of Ascendancy at 20:46 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By krypton the Lich Adventurer level 34
59th Dusk 123rd year of Ascendancy at 18:38 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By krypton the Shalore Adventurer level 11
42nd Haze 122nd year of Ascendancy at 20:00 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By krypton the Lich Adventurer level 33
28th Dusk 123rd year of Ascendancy at 16:32 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By krypton the Shalore Adventurer level 1
74th Pyre 122nd year of Ascendancy at 14:19 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By krypton the Shalore Adventurer level 1
74th Pyre 122nd year of Ascendancy at 14:19 see stats
Log
You gain 16.00 gold from the transmogrification of amber.
You extract sapphire from stralite waraxe (28.5-39.9 power, 5 apr)
You gain 16.00 gold from the transmogrification of sapphire.
You extract citrine from flaming iron waraxe of massacre (18.5-25.9 power, 2 apr)
You gain 4.00 gold from the transmogrification of citrine.
You extract sapphire from flaming orite trident of massacre (49-78.4 power, 13 apr)
You gain 16.00 gold from the transmogrification of sapphire.
You gain 3.92 gold from the transmogrification of potent elven-wood vilestaff of might (29-34.8 power, 5 apr, fire element).
You gain 10.82 gold from the transmogrification of greater yew magestaff of breaching (20-24 power, 4 apr, lightning element).
You gain 7.38 gold from the transmogrification of cruel elven-wood starstaff of illumination (25-30 power, 5 apr, physical element).
You gain 1.97 gold from the transmogrification of pulsing mindstar of balance (12-13.2 power, 32 apr, nature damage).
You gain 8.15 gold from the transmogrification of Glitterusher (8.5-9.35 power, 24 apr, mind damage).
You extract garnet from manaburning dwarven-steel mace of projection (27-37.8 power, 4 apr)
You gain 12.00 gold from the transmogrification of garnet.
You extract jade from balanced stralite mace (38-53.2 power, 5 apr)
You gain 16.00 gold from the transmogrification of jade.
You extract garnet from Elayama the Shockwill (20-28 power, 4 apr)
You gain 12.00 gold from the transmogrification of garnet.
You gain 2.87 gold from the transmogrification of elven-wood longbow of power.
You extract emerald from dwarven-steel battleaxe (29.5-44.25 power, 2 apr)
You gain 12.00 gold from the transmogrification of emerald.
You gain 3.38 gold from the transmogrification of marksman's stralite ring of clarity.
You gain 5.40 gold from the transmogrification of Harogofast.
You gain 0.56 gold from the transmogrification of teleportation rune (range 45).
You gain 5.95 gold from the transmogrification of heroism infusion of the psychic (+19 for 10 turns, die at -641).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel mildly anxious, and walk with caution.
The shroud of shadows around krypton disappears.
The furious lightning storm around krypton calms down and disappears.
